I’m sorry, but I cannot connect dots more than I did so far. Thanks for sharing your opinions.
yeah if FS had any common sense the would go back to the old skill tree where several different ways to play scum were viable on havoc 40
you are forced into desperado and taking a bunch of other crap if you wanna actually play the class “run and gun” style like it was advertised AND LIKE IT WAS BEFORE THE REWORK and it still just sucks, like FS needs to consider who its getting this feedback from because the same people I saw complaining about HS being too hard and also OP at the same time are the same people who say heresy and damnation is hard…
I wonder if it wasn’t better to leave the state of the class (minus bugfixes) as it was on realease…
It was probably premature, but the consensus seemed to be that it was a fun class, and nothing as ptw as previous releases, all tinged with complaints that it was weak
It’s silly to read this when Desperado scum will end up dealing top damage on the team while still being extremely safe
We’re talking about Inferno staff levels of damage, like >2 mill on each Havoc 40 game
“It just sucks” is such a wrong statement
It was OP
It’s still OP
The “fun class” was essentially played as Inferno Staff Psyker, with even more safety and damage
The class was called weak because the leveling experience was extremely bad (most important toughness regen talents were at the bottom)
How it could have changed? the change proposed had no impact on damages… I pointed it before they implement it…
However, pickpocket change nuked the old scums gameplay.
I’m not qualified enough to touch those points, but I do wonder: if the base game had only hs and current arbites, wouldn’t we call the release of veteran, psykers, zealot and ogryn stupidly OP?
The change had impact
The issue is that Vulture’s Dodge and Nimble + Jittery still exist
That doesn’t change anything
This is implying the base classes are fine, they’re not. There’s many broken things about the base classes too
Voice of Command, Shroudfield, Inferno Staff, Rumbler, Taunt, and so and so
I can picture it in the following way: compare p13 ogryn and havoc rework ogryn.
P13 ogryn wasn’t weak contrary to what clickbait content creators said, it was only bad because the tree was only limited to heavy attack weapons or 31 burning stacks pbb. Everything else was suboptimal.
The havoc ogryn rework would have been successful if they only increased the variety of builds like they did by including light attacks buffs and changing the layout of the tree, but devs also added a lot of damage and global damage resistance.
Every class rework after havoc was released was unhealthy for the games longevity, and new classes follow the same formula that makes this game easy by disabling whole interactions which make this game interesting and challenging.
P13 ogryn wasn’t weak contrary to what clickbait content creators said, it was only bad because the tree was only limited to heavy attack weapons or 31 burning stacks pbb. Everything else was suboptimal.
truke.
He’s actually a walking God in auric right now btw.
Every class rework after havoc was released
Allowing the balance conversation around havoc to shift balance choices on classes is bad. The game should be balanced around Auric - its the only way Havoc will stay hard.
i felt the exact same way at the time, ogryn really needed build variety and while it was addressed a little bit, the rework mostly focused on just giving him passive stats out the ass